10796474

Systems and Methods for Rendering Reflections

PublishedOctober 6, 2020
Assigneenot available in USPTO data we have
InventorsYasin Uludag
Technical Abstract

Patent Claims
18 claims

Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.

Claim 1

Original Legal Text

1. A method for generating reflection information in an image, the method comprising: determining, by one or more processors, a first roughness value of a surface of an object at a first point corresponding to a first pixel of the image; determining, by the one or more processors, a number of rays to spawn for the first point based on the first roughness value, wherein a greater first roughness value corresponds to a greater number of rays to spawn for the first point; identifying, by the one or more processors, a second point corresponding to a second pixel of the image, wherein the second point is within a threshold radius of the first point; determining, by the one or more processors, a second roughness value of a surface of an object in the second point; determining, by the one or more processors, that a difference between the first roughness value and the second roughness value is below a roughness threshold; determining, by the one or more processors, color information of a second object intersected by a second reflection ray originating at the second point; determining, by the one or more processors, a location on the second object intersected by the second reflection ray originating at the second point; determining, by the one or more processors, whether the location on the second object intersected by the second reflection ray is reachable from the first point within a ray distribution, wherein the ray distribution includes one or more first reflection rays originating at the first point, wherein directions of the one or more first reflection rays in the ray distribution are based on the first roughness value and an angle between the surface of the object at the first point and a camera that captures the image; and generating, by the one or more processors, reflection information for the first pixel based on the color information of the second object intersected by the second reflection ray based on determining that the location on the second object intersected by the second reflection ray is reachable from the first point within the ray distribution, wherein the first pixel is included in a first set of pixels and the second pixel is included in a second set of pixels, wherein color information of objects intersected by reflection rays corresponding to the pixels in the second set of pixels is determined via ray tracing and/or ray marching, and wherein color information of objects intersected by reflection rays corresponding to the pixels in the first set of pixels is determined based on the color information of the objects intersected by one or more reflection rays corresponding to one or more points that correspond to the pixels in the second set of pixels.

Plain English Translation

This method improves the generation of realistic reflections in computer-generated images by dynamically adjusting ray tracing based on surface roughness. The technique addresses the computational challenge of accurately simulating reflections on surfaces with varying roughness, which can be resource-intensive when using traditional methods that uniformly distribute rays. The process begins by analyzing the roughness of a surface at a given point corresponding to a pixel in the image. The roughness value determines the number of rays spawned from that point—rougher surfaces generate more rays to capture complex reflection patterns. Nearby points within a defined radius are then evaluated. If their roughness values are similar, the method checks whether a reflection ray from a neighboring point intersects an object in a location that can be reached by rays originating from the initial point. The reachability is determined based on the distribution of rays, which depends on the roughness and the angle between the surface and the camera. Reflection information for the initial pixel is generated using the color data of the intersected object, provided the location is reachable. This approach reduces computational overhead by reusing reflection data from nearby points when appropriate, rather than independently tracing rays for every pixel. The method distinguishes between pixels that require direct ray tracing (for rough surfaces) and those that can leverage precomputed reflection data from neighboring points, optimizing performance while maintaining visual accuracy.

Claim 2

Original Legal Text

2. The method according to claim 1 , further comprising: determining, by the one or more processors, a first orientation value of the surface of the object at the first point; determining, by the one or more processors, a second orientation value of the surface of the object at the second point; and determining, by the one or more processors, that a difference between the first orientation value and the second orientation value is below an orientation threshold, wherein generating the reflection information for the first pixel based on the color information of the second object intersected by the second reflection ray is based on the difference between the first orientation value and the second orientation value being below the orientation threshold.

Plain English Translation

This invention relates to computer graphics and rendering techniques, specifically for generating realistic reflections in virtual environments. The problem addressed is the accurate simulation of reflections on curved or uneven surfaces, where traditional methods may fail to capture subtle variations in surface orientation that affect reflection behavior. The method involves analyzing the surface of an object at two distinct points to determine their orientation values. These values represent the local surface normal or slope at each point. The system then calculates the difference between these orientation values. If the difference is below a predefined orientation threshold, it indicates that the surface is sufficiently smooth or uniform in that region. In such cases, the reflection information for a pixel corresponding to the first point is generated based on the color information of a second object intersected by a reflection ray originating from the second point. This approach ensures that reflections are computed efficiently while maintaining visual accuracy, particularly for surfaces that appear smooth to the viewer despite minor orientation variations. The technique improves rendering performance by avoiding unnecessary computations for areas where surface orientation differences are negligible.

Claim 3

Original Legal Text

3. The method according to claim 1 , wherein a shape of the ray distribution is based on the first roughness value of the surface of the object at the first point.

Plain English Translation

This invention relates to a method for determining the shape of a ray distribution used in optical measurements, particularly for analyzing surface roughness of objects. The method addresses the challenge of accurately characterizing surface roughness by adapting the shape of the ray distribution to the specific roughness properties of the measured surface. The method involves measuring a first roughness value of the surface of an object at a first point. The shape of the ray distribution is then adjusted based on this roughness value. This ensures that the ray distribution is optimized for the surface's roughness characteristics at that point, improving the accuracy of subsequent measurements. The method may also include measuring a second roughness value at a second point and adjusting the shape of the ray distribution accordingly, allowing for dynamic adaptation across different surface regions. The invention further includes determining a first ray distribution for the first point and a second ray distribution for the second point, where the shapes of these distributions are tailored to the respective roughness values. This approach enhances the precision of optical measurements by accounting for variations in surface roughness, which can affect light scattering and reflection properties. The method is particularly useful in applications requiring high-resolution surface analysis, such as manufacturing quality control, material science, and metrology.

Claim 4

Original Legal Text

4. The method according to claim 1 , wherein the second reflection ray is ray marched to intersect the second object.

Plain English Translation

A method for ray tracing in computer graphics involves determining intersections between rays and objects in a scene. The method addresses the computational inefficiency of traditional ray-object intersection calculations, particularly in complex scenes with multiple reflective surfaces. The technique uses ray marching, a numerical approach that incrementally steps along a ray to find intersections, rather than relying on analytical or bounding volume hierarchy methods. This approach is useful for scenes with complex or procedurally generated geometry where traditional intersection methods are impractical. The method involves casting a primary ray from a viewpoint into the scene to intersect a first object. A first reflection ray is generated at the intersection point, and this reflection ray is ray marched to intersect a second object. The ray marching process involves sampling points along the reflection ray at discrete intervals and checking for intersections with the second object. This allows for accurate intersection detection even in scenes with complex lighting and reflective surfaces. The method can be extended to handle multiple reflections by recursively generating and ray marching additional reflection rays. The technique is particularly useful in real-time rendering applications where performance and accuracy are critical.

Claim 5

Original Legal Text

5. The method according to claim 1 , wherein the second reflection ray is ray traced to intersect the second object.

Plain English Translation

This invention relates to computer graphics and ray tracing techniques, specifically improving the accuracy and efficiency of reflections in virtual environments. The problem addressed is the computational complexity and potential inaccuracies in simulating reflections when multiple objects interact with light rays in a scene. The method involves ray tracing a second reflection ray to intersect a second object in the scene. The first reflection ray is initially traced from a light source to a first object, generating a reflected ray. This reflected ray is then used to determine the second reflection ray, which is traced to intersect the second object. The intersection data is used to compute the final reflection effect, improving visual realism by accurately modeling multi-bounce reflections between objects. The technique enhances rendering quality by ensuring that reflections are computed with high precision, particularly in scenes with multiple reflective surfaces. By explicitly tracing the second reflection ray to the second object, the method avoids approximations that can lead to visual artifacts, such as incorrect shading or missing reflections. This approach is particularly useful in applications like virtual reality, video games, and architectural visualization, where realistic lighting and reflections are critical. The method optimizes performance by selectively tracing only necessary rays, reducing computational overhead while maintaining visual fidelity.

Claim 6

Original Legal Text

6. The method according to claim 1 , wherein the first set of pixels and the second set of pixel are arranged in a checkerboard pattern.

Plain English Translation

The invention relates to image processing techniques for enhancing visual quality, particularly in systems where pixel data is processed in distinct sets. The problem addressed involves optimizing the arrangement of pixel sets to improve processing efficiency and visual output quality. Traditional methods often suffer from artifacts or inefficiencies due to suboptimal pixel grouping. The invention describes a method where pixel data is divided into two sets, each containing a subset of pixels from an image. These sets are arranged in a checkerboard pattern, meaning pixels from the first set alternate with pixels from the second set in a grid-like structure. This arrangement ensures balanced distribution of pixel processing across the image, reducing artifacts and improving uniformity in the final output. The checkerboard pattern allows for parallel processing of the two sets, enhancing computational efficiency while maintaining visual coherence. The method is particularly useful in applications requiring high-resolution image processing, such as medical imaging, surveillance, or high-definition displays. By strategically organizing pixels in this alternating pattern, the invention mitigates issues like color banding or aliasing, resulting in a smoother and more accurate visual representation.

Claim 7

Original Legal Text

7. The method according to claim 1 , wherein a number of the one or more first reflection rays is one if the surface of the object at the first point is smooth, and wherein the number of the one or more first reflection rays is two or more if the surface of the object at the first point is not smooth.

Plain English Translation

This invention relates to a method for simulating the reflection of light rays in a computer-generated environment, particularly addressing the challenge of accurately modeling light interactions with surfaces of varying smoothness. The method determines the number of reflection rays generated at a point on an object's surface based on the surface's smoothness at that point. If the surface is smooth, a single reflection ray is generated, accurately representing specular reflection. If the surface is not smooth, two or more reflection rays are generated to simulate diffuse or scattered reflection, accounting for microfacets or irregularities that cause light to scatter in multiple directions. The method improves the realism of rendered images by dynamically adjusting the number of reflection rays based on surface properties, reducing computational overhead for smooth surfaces while enhancing accuracy for rough or textured surfaces. This approach is particularly useful in applications like virtual reality, gaming, and high-fidelity rendering where realistic light interactions are critical. The method may be integrated into existing ray-tracing or global illumination algorithms to enhance visual fidelity without excessive computational cost.

Claim 8

Original Legal Text

8. A non-transitory computer-readable storage medium storing instructions that, when executed by one or more processors, causes a computing device to generate reflection information in an image, by performing the steps of: determining a first roughness value of a surface of an object at a first point corresponding to a first pixel of the image; determining a number of rays to spawn for the first point based on the first roughness value, wherein a greater first roughness value corresponds to a greater number of rays to spawn for the first point; identifying a second point corresponding to a second pixel of the image, wherein the second point is within a threshold radius of the first point; determining a second roughness value of a surface of an object in the second point; determining that a difference between the first roughness value and the second roughness value is below a roughness threshold; determining color information of a second object intersected by a second reflection ray originating at the second point; determining a location on the second object intersected by the second reflection ray originating at the second point; determining whether the location on the second object intersected by the second reflection ray is reachable from the first point within a ray distribution, wherein the ray distribution includes one or more first reflection rays originating at the first point, wherein directions of the one or more first reflection rays in the ray distribution are based on the first roughness value and an angle between the surface of the object at the first point and a camera that captures the image; and generating reflection information for the first pixel based on the color information of the second object intersected by the second reflection ray based on determining that the location on the second object intersected by the second reflection ray is reachable from the first point within the ray distribution, wherein the first pixel is included in a first set of pixels and the second pixel is included in a second set of pixels, wherein color information of objects intersected by reflection rays corresponding to the pixels in the second set of pixels is determined via ray tracing and/or ray marching, and wherein color information of objects intersected by reflection rays corresponding to the pixels in the first set of pixels is determined based on the color information of the objects intersected by one or more reflection rays corresponding to one or more points that correspond to the pixels in the second set of pixels.

Plain English Translation

This invention relates to computer graphics, specifically to generating realistic reflection effects in images by optimizing ray tracing techniques. The problem addressed is the computational cost of simulating reflections for rough surfaces, where traditional methods require excessive ray sampling to capture fine details. The solution involves dynamically adjusting the number of rays spawned based on surface roughness, reducing computational overhead while maintaining visual accuracy. The method determines a roughness value for a surface at a given point and spawns a corresponding number of rays, with rougher surfaces generating more rays. For neighboring points within a threshold radius, if their roughness values are similar, the method checks if a reflection ray from one point intersects an object that is also reachable from the other point within a predefined ray distribution. The ray distribution is determined by the roughness and viewing angle. If reachable, the reflection color from the neighboring point is reused, avoiding redundant ray tracing. This approach divides pixels into two sets: one where reflections are computed directly via ray tracing or ray marching, and another where reflections are derived from nearby pixels, improving efficiency without sacrificing quality. The technique is particularly useful in real-time rendering applications where performance is critical.

Claim 9

Original Legal Text

9. The computer-readable storage medium according to claim 8 , the steps further comprising: determining a first orientation value of the surface of the object at the first point; determining a second orientation value of the surface of the object at the second point; and determining that a difference between the first orientation value and the second orientation value is below an orientation threshold, wherein generating the reflection information for the first pixel based on the color information of the second object intersected by the second reflection ray is based on the difference between the first orientation value and the second orientation value being below the orientation threshold.

Plain English Translation

This invention relates to computer graphics and rendering techniques, specifically for generating realistic reflections in virtual environments. The problem addressed is accurately simulating reflections on curved or uneven surfaces, where traditional methods may fail to account for surface orientation variations that affect reflection behavior. The invention involves a method for rendering reflections in a virtual scene by analyzing surface orientation at multiple points. A first reflection ray is cast from a first pixel on a surface of an object to determine a first intersection point. A second reflection ray is cast from a second pixel on the same surface to determine a second intersection point. The surface orientation at both points is measured, and if the difference in orientation values is below a predefined threshold, the reflection for the first pixel is generated using color information from the second intersection point. This ensures that reflections are only blended when the surface curvature is smooth enough to justify it, improving visual realism. The technique is particularly useful for rendering reflections on curved objects like spheres, cylinders, or organic shapes, where surface normals vary gradually. By dynamically adjusting reflection calculations based on local surface orientation, the method avoids artifacts that occur when reflections are incorrectly blended across abrupt changes in curvature. The orientation threshold can be adjusted to control the smoothness of the reflection transition, allowing for fine-tuned visual fidelity.

Claim 10

Original Legal Text

10. The computer-readable storage medium according to claim 8 , wherein a shape of the ray distribution is based on the first roughness value of the surface of the object at the first point.

Plain English Translation

This invention relates to computer graphics, specifically to rendering realistic surface reflections in virtual environments. The problem addressed is accurately simulating how light interacts with rough surfaces, which is computationally expensive and often results in unrealistic visual artifacts. The invention describes a method for generating ray distributions used in rendering reflections. A ray distribution is a set of rays cast from a point on a surface to sample incoming light. The shape of this distribution is dynamically adjusted based on the roughness of the surface at that point. For smoother surfaces, the rays are concentrated in a narrow distribution, while for rougher surfaces, the rays are spread out more widely. This adaptive approach improves rendering efficiency by focusing computational resources where they are most needed. The method involves determining a roughness value for a surface at a specific point, then generating a ray distribution where the shape is directly influenced by this roughness value. The rays are cast in a pattern that approximates how light would scatter based on the surface's microgeometry. This technique reduces visual artifacts like aliasing and noise while maintaining realism. The invention can be implemented in real-time rendering systems, such as video games or virtual reality applications, to enhance visual fidelity without excessive computational overhead.

Claim 11

Original Legal Text

11. The computer-readable storage medium according to claim 8 , wherein the second reflection ray is ray marched to intersect the second object.

Plain English Translation

A system and method for ray tracing in computer graphics involves determining intersections between rays and objects in a scene. The technology addresses the computational inefficiency of traditional ray tracing, which often requires extensive calculations to find intersections between rays and complex objects. The invention improves this process by using a technique called ray marching, where a ray is incrementally advanced through a scene to find intersections with objects. Specifically, the invention describes a method where a second reflection ray, generated after a primary ray intersects an object, is ray marched to intersect a second object in the scene. This approach reduces the need for complex geometric intersection calculations, improving performance in rendering scenes with multiple reflections or complex lighting effects. The method can be implemented in software or hardware, such as a graphics processing unit (GPU), to accelerate real-time rendering applications. The invention is particularly useful in applications requiring high-quality visual effects, such as video games, virtual reality, and animated films, where efficient and accurate ray tracing is essential.

Claim 12

Original Legal Text

12. The computer-readable storage medium according to claim 8 , wherein the second reflection ray is ray traced to intersect the second object.

Plain English Translation

A system and method for ray tracing in computer graphics involves simulating the reflection of light rays to enhance visual realism. The technology addresses the challenge of accurately modeling light interactions in virtual environments, particularly for complex scenes with multiple reflective surfaces. The method includes generating a primary ray from a virtual camera to a first object, computing a first reflection ray from the first object, and ray tracing the first reflection ray to intersect a second object. The second reflection ray, generated from the second object, is then ray traced to intersect another object or surface. This iterative process improves the accuracy of light reflection simulations by accounting for multiple bounce reflections. The system may use a bounding volume hierarchy or other acceleration structures to optimize ray-object intersection calculations. The method is particularly useful in real-time rendering applications, such as video games or virtual reality, where efficient and realistic lighting is critical. The invention enhances visual fidelity by simulating higher-order reflections, which are often neglected in simpler rendering techniques due to computational constraints. The approach balances performance and quality, making it suitable for both offline and real-time rendering pipelines.

Claim 13

Original Legal Text

13. The computer-readable storage medium according to claim 8 , wherein the first set of pixels and the second set of pixel are arranged in a checkerboard pattern.

Plain English Translation

This invention relates to image processing techniques for enhancing visual quality in digital displays or imaging systems. The problem addressed involves improving the clarity and accuracy of displayed or captured images, particularly in scenarios where pixel arrangement affects visual perception or data extraction. The invention describes a method for processing image data using a checkerboard pattern of pixels. A first set of pixels and a second set of pixels are arranged in an alternating pattern, resembling a checkerboard. The first set of pixels may be used for capturing or displaying image data with specific characteristics, such as color, brightness, or resolution, while the second set of pixels may serve a complementary or contrasting function. This arrangement can enhance image sharpness, reduce artifacts, or improve data accuracy in applications like high-resolution imaging, medical imaging, or display technologies. The checkerboard pattern may also facilitate efficient data processing, such as demosaicing or noise reduction, by leveraging the spatial relationship between adjacent pixels. The technique can be applied in digital cameras, monitors, or other imaging devices to optimize visual output or image analysis.

Claim 14

Original Legal Text

14. The computer-readable storage medium according to claim 8 , wherein a number of the one or more first reflection rays is one if the surface of the object at the first point is smooth, and wherein the number of the one or more first reflection rays is two or more if the surface of the object at the first point is not smooth.

Plain English Translation

This invention relates to computer graphics and rendering techniques, specifically addressing the challenge of accurately simulating light reflection on surfaces of varying smoothness. The system determines the number of reflection rays generated at a point on an object's surface based on the surface's smoothness. If the surface at that point is smooth, only a single reflection ray is generated, representing specular reflection. If the surface is not smooth (e.g., rough or uneven), multiple reflection rays are generated to simulate diffuse or scattered reflection. The method involves analyzing the surface properties at a given point, classifying the surface as smooth or non-smooth, and then generating the appropriate number of reflection rays accordingly. This approach improves rendering accuracy by dynamically adjusting the reflection behavior based on surface characteristics, enhancing realism in computer-generated imagery. The technique can be applied in real-time rendering applications, such as video games or virtual reality, where efficient and accurate light simulation is critical. The invention also includes a computer-readable storage medium containing instructions for performing these steps, ensuring compatibility with existing rendering pipelines.

Claim 15

Original Legal Text

15. A device for generating reflection information for a first pixel in an image, the device comprising: a memory storing instructions; and one or more processors configured to the execute the instructions to cause the device to: determine a first roughness value of a surface of an object at a first point corresponding to a first pixel of the image; determine a number of rays to spawn for the first point based on the first roughness value, wherein a greater first roughness value corresponds to a greater number of rays to spawn for the first point; identify a second point corresponding to a second pixel of the image, wherein the second point is within a threshold radius of the first point; determine a second roughness value of a surface of an object in the second point; determine that a difference between the first roughness value and the second roughness value is below a roughness threshold; determine color information of a second object intersected by a second reflection ray originating at the second point; determine a location on the second object intersected by the second reflection ray originating at the second point; determine whether the location on the second object intersected by the second reflection ray is reachable from the first point within a ray distribution, wherein the ray distribution includes one or more first reflection rays originating at the first point, wherein directions of the one or more first reflection rays in the ray distribution are based on the first roughness value and an angle between the surface of the object at the first point and a camera that captures the image; and generate reflection information for the first pixel based on the color information of the second object intersected by the second reflection ray based on determining that the location on the second object intersected by the second reflection ray is reachable from the first point within the ray distribution, wherein the first pixel is included in a first set of pixels and the second pixel is included in a second set of pixels, wherein color information of objects intersected by reflection rays corresponding to the pixels in the second set of pixels is determined via ray tracing and/or ray marching, and wherein color information of objects intersected by reflection rays corresponding to the pixels in the first set of pixels is determined based on the color information of the objects intersected by one or more reflection rays corresponding to one or more points that correspond to the pixels in the second set of pixels.

Plain English Translation

This invention relates to a device for generating reflection information in image rendering, specifically addressing the computational challenges of accurately simulating reflections in scenes with varying surface roughness. The device determines a roughness value for a surface at a pixel location and dynamically adjusts the number of rays spawned for reflection calculations based on this roughness, with rougher surfaces requiring more rays. For a given pixel, the device identifies nearby pixels within a threshold radius and checks if their roughness values are sufficiently similar. If so, it uses the reflection information from the nearby pixel to inform the reflection at the original pixel, reducing redundant calculations. The device also determines whether a reflected object's location is reachable from the original pixel within a predefined ray distribution, which is based on the surface roughness and viewing angle. Reflection information is then generated for the original pixel by leveraging the color data from the nearby pixel's reflection rays, which are computed via ray tracing or ray marching. This approach optimizes rendering performance by reusing reflection data from similar surfaces while maintaining visual accuracy. The device distinguishes between pixels that directly compute reflections and those that reuse data from neighboring pixels, balancing computational efficiency with rendering quality.

Claim 16

Original Legal Text

16. The device according to claim 15 , wherein the one or more processors executing the instructions is further configured to cause the device to: determine a first orientation value of the surface of the object at the first point; determine a second orientation value of the surface of the object at the second point; and determine that a difference between the first orientation value and the second orientation value is below an orientation threshold, wherein generating the reflection information for the first pixel based on the color information of the second object intersected by the second reflection ray is based on the difference between the first orientation value and the second orientation value being below the orientation threshold.

Plain English Translation

This invention relates to a device for generating reflection information in a computer-generated environment, particularly for rendering reflections of objects in a scene. The problem addressed is accurately determining when to use reflection data from a secondary object to enhance the realism of reflections on a primary object, especially when the surface orientation of the primary object varies. The device includes one or more processors configured to execute instructions to process reflection data. The system identifies a first point on the surface of an object and a first reflection ray originating from that point. It also identifies a second point on the same surface and a second reflection ray originating from that point. The device determines the orientation of the surface at both points and compares the two orientation values. If the difference between these values is below a predefined orientation threshold, the device generates reflection information for a pixel associated with the first point by using color information from a second object intersected by the second reflection ray. This ensures that reflections are only generated when the surface orientation is sufficiently uniform, preventing artifacts in the rendered image. The orientation threshold acts as a control parameter to balance computational efficiency and visual accuracy.

Claim 17

Original Legal Text

17. The device according to claim 15 , wherein a shape of the ray distribution is based on the first roughness value of the surface of the object at the first point.

Plain English Translation

This invention relates to a device for analyzing surface roughness of an object using a light-based measurement system. The device addresses the challenge of accurately determining surface roughness at specific points on an object by adapting the shape of a light ray distribution to the roughness characteristics of the surface. The device includes a light source that emits a light ray toward a surface of an object at a first point, where the surface has a first roughness value. The device also includes a detector that receives a reflected light ray from the surface at the first point. The shape of the light ray distribution is adjusted based on the first roughness value of the surface at the first point to optimize the measurement accuracy. The device may further include a processor that calculates the first roughness value based on the reflected light ray. The light source may emit the light ray at a predetermined angle relative to the surface, and the detector may be positioned to receive the reflected light ray at a corresponding angle. The device may also include a scanning mechanism to move the light source and detector relative to the object to analyze multiple points on the surface. The invention improves surface roughness measurement by dynamically adapting the light ray distribution to the surface characteristics, enhancing precision and reliability in industrial and scientific applications.

Claim 18

Original Legal Text

18. The device according to claim 15 , wherein a number of the one or more first reflection rays is one if the surface of the object at the first point is smooth, and wherein the number of the one or more first reflection rays is two or more if the surface of the object at the first point is not smooth.

Plain English Translation

This invention relates to a device for analyzing the surface characteristics of an object by detecting and processing reflected light rays. The device addresses the challenge of accurately determining surface smoothness by distinguishing between smooth and non-smooth surfaces based on the number of reflected rays generated at a point of incidence. The device emits one or more light rays toward a surface of an object at a first point. If the surface at that point is smooth, the reflection produces a single first reflection ray. If the surface is not smooth (e.g., rough or irregular), the reflection generates two or more first reflection rays due to scattering or multiple reflections. The device includes a detector to capture these reflection rays and a processor to analyze the number of detected rays to classify the surface as smooth or non-smooth. The device may further include a light source, such as a laser or LED, and an optical system to direct the light rays toward the object. The detector may be a photodiode, camera, or other sensor capable of resolving individual reflection rays. The processor may apply algorithms to count and interpret the detected rays, enabling precise surface characterization. This method improves surface inspection in manufacturing, quality control, and material analysis by providing a quantitative measure of surface smoothness.

Patent Metadata

Filing Date

Unknown

Publication Date

October 6, 2020

Inventors

Yasin Uludag

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SYSTEMS AND METHODS FOR RENDERING REFLECTIONS